Calculate items bounding rect without hidden items.
--HG-- branch : develop
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@ -88,6 +88,21 @@ QPointF VMainGraphicsScene::getScenePos() const
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return scenePos;
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}
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//---------------------------------------------------------------------------------------------------------------------
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QRectF VMainGraphicsScene::VisibleItemsBoundingRect() const
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{
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QRectF rect;
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foreach(QGraphicsItem *item, items())
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{
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if(not item->isVisible())
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{
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continue;
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}
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rect = rect.united(item->sceneBoundingRect());
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}
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return rect;
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief transform return view transformation.
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@ -49,6 +49,8 @@ public:
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void setTransform(const QTransform &transform);
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void SetDisableTools(bool enabled, const QString &namePP);
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QPointF getScenePos() const;
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QRectF VisibleItemsBoundingRect() const;
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public slots:
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void ChoosedItem(quint32 id, const SceneObject &type);
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void SetFactor(qreal factor);
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@ -33,6 +33,7 @@
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#include <QApplication>
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#include <QScrollBar>
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#include "vsimplepoint.h"
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#include "vmaingraphicsscene.h"
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#include <QGraphicsItem>
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#include <QMouseEvent>
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@ -263,15 +264,16 @@ void VMainGraphicsView::ZoomOriginal()
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//---------------------------------------------------------------------------------------------------------------------
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void VMainGraphicsView::ZoomFitBest()
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{
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QRectF rect = this->scene()->itemsBoundingRect();
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VMainGraphicsScene *currentScene = qobject_cast<VMainGraphicsScene *>(scene());
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SCASSERT(currentScene);
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const QRectF rect = currentScene->VisibleItemsBoundingRect();
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if (rect.isEmpty())
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{
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return;
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}
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this->fitInView(rect, Qt::KeepAspectRatio);
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VMainGraphicsView::NewSceneRect(this->scene(), this);
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VMainGraphicsView::NewSceneRect(scene(), this);
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emit NewFactor(this->transform().m11());
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}
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@ -362,7 +364,9 @@ void VMainGraphicsView::NewSceneRect(QGraphicsScene *sc, QGraphicsView *view)
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const QRectF viewRect = QRectF( a, b );
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//Calculate scene rect
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const QRectF itemsRect = sc->itemsBoundingRect();
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VMainGraphicsScene *currentScene = qobject_cast<VMainGraphicsScene *>(sc);
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SCASSERT(currentScene);
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const QRectF itemsRect = currentScene->VisibleItemsBoundingRect();
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//Unite two rects
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const QRectF newRect = itemsRect.united(viewRect);
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